6 Search Results for "André, Elisabeth"


Document
Social Agents for Teamwork and Group Interactions (Dagstuhl Seminar 19411)

Authors: Elisabeth André, Ana Paiva, Julie Shah, and Selma Šabanovic

Published in: Dagstuhl Reports, Volume 9, Issue 10 (2020)


Abstract
This report documents the program and the outcomes of Dagstuhl Seminar 19411 "Social Agents for Teamwork and Group Interactions". It summarises the three talks that were held during the seminar on three different perspectives: the impact of robots in human teamwork, mechanisms to support group interactions in virtual settings, and affect analysis in human-robot group settings. It also details the considerations of six working groups covering the following topics: datasets, design, team dynamics, social cognition, scenarios, and social behaviours.

Cite as

Elisabeth André, Ana Paiva, Julie Shah, and Selma Šabanovic. Social Agents for Teamwork and Group Interactions (Dagstuhl Seminar 19411). In Dagstuhl Reports, Volume 9, Issue 10, pp. 1-46, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2020)


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@Article{andre_et_al:DagRep.9.10.1,
  author =	{Andr\'{e}, Elisabeth and Paiva, Ana and Shah, Julie and \v{S}abanovic, Selma},
  title =	{{Social Agents for Teamwork and Group Interactions (Dagstuhl Seminar 19411)}},
  pages =	{1--46},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2020},
  volume =	{9},
  number =	{10},
  editor =	{Andr\'{e}, Elisabeth and Paiva, Ana and Shah, Julie and \v{S}abanovic, Selma},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagRep.9.10.1},
  URN =		{urn:nbn:de:0030-drops-118533},
  doi =		{10.4230/DagRep.9.10.1},
  annote =	{Keywords: Social Agents, Social Robotics, Multi-Agent Systems, Human-Agent Interaction, Groups and Teams}
}
Document
Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471)

Authors: Pieter Spronck, Elisabeth André, Michael Cook, and Mike Preuß

Published in: Dagstuhl Reports, Volume 7, Issue 11 (2018)


Abstract
With the dramatic growth of the game industry over the past decade, its rapid inclusion in many sectors of today's society, and the increased complexity of games, game development has reached a point where it is no longer humanly possible to use only manual techniques to create games. Large parts of games need to be designed, built, and tested automatically. In recent years, researchers have delved into artificial intelligence techniques to support, assist, and even drive game development. Such techniques include procedural content generation, automated narration, player modelling and adaptation, and automated game design. This research is still very young, but already the games industry is taking small steps to integrate some of these techniques in their approach to design. The goal of this seminar was to bring together researchers and industry representatives who work at the forefront of artificial intelligence (AI) and computational intelligence (CI) in games, to (1) explore and extend the possibilities of AI-driven game design, (2) to identify the most viable applications of AI-driven game design in the game industry, and (3) to investigate new approaches to AI-driven game design. To this end, the seminar included a wide range of researchers and developers, including specialists in AI/CI for abstract games, commercial video games, and serious games. Thus, it fostered a better understanding of and unified vision on AI-driven game design, using input from both scientists as well as AI specialists from industry.

Cite as

Pieter Spronck, Elisabeth André, Michael Cook, and Mike Preuß. Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471). In Dagstuhl Reports, Volume 7, Issue 11, pp. 86-129, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2018)


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@Article{spronck_et_al:DagRep.7.11.86,
  author =	{Spronck, Pieter and Andr\'{e}, Elisabeth and Cook, Michael and Preu{\ss}, Mike},
  title =	{{Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471)}},
  pages =	{86--129},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2018},
  volume =	{7},
  number =	{11},
  editor =	{Spronck, Pieter and Andr\'{e}, Elisabeth and Cook, Michael and Preu{\ss}, Mike},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagRep.7.11.86},
  URN =		{urn:nbn:de:0030-drops-86722},
  doi =		{10.4230/DagRep.7.11.86},
  annote =	{Keywords: dynamical systems, entertainment modeling, game design, multi-agent systems, serious games}
}
Document
Computational Models of Cultural Behavior for Human-Agent Interaction (Dagstuhl Seminar 14131)

Authors: Elisabeth André, Ruth Aylett, Gert Jan Hofstede, and Ana Paiva

Published in: Dagstuhl Reports, Volume 4, Issue 3 (2014)


Abstract
From March 23 2014 to March 28, the seminar "Computational Models of Cultural Behavior for Human-Agent Interaction" held in Schloss Dagstuhl -- Leibniz Center for Informatics. During the seminar, an interdisciplinary group of researchers explored and discussed theories and techniques for computational models of culture as part of virtual human simulations. Culturally-sensitive agents do not only improve the acceptance of man-machine interfaces by adapting their verbal and non-verbal behavior to the user's assumed cultural background. They also bear enormous potential for a rapidly growing number of ICT-based language and cultural training scenarios that make use of role-play with virtual characters. The seminar brought together researchers with an interdisciplinary background that profited from each other's perspective and explored challenges for the future.

Cite as

Elisabeth André, Ruth Aylett, Gert Jan Hofstede, and Ana Paiva. Computational Models of Cultural Behavior for Human-Agent Interaction (Dagstuhl Seminar 14131). In Dagstuhl Reports, Volume 4, Issue 3, pp. 103-137, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2014)


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@Article{andre_et_al:DagRep.4.3.103,
  author =	{Andr\'{e}, Elisabeth and Aylett, Ruth and Hofstede, Gert Jan and Paiva, Ana},
  title =	{{Computational Models of Cultural Behavior for Human-Agent Interaction (Dagstuhl Seminar 14131)}},
  pages =	{103--137},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2014},
  volume =	{4},
  number =	{3},
  editor =	{Andr\'{e}, Elisabeth and Aylett, Ruth and Hofstede, Gert Jan and Paiva, Ana},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagRep.4.3.103},
  URN =		{urn:nbn:de:0030-drops-45945},
  doi =		{10.4230/DagRep.4.3.103},
  annote =	{Keywords: Cultural models, Cultural grounding, Social simulation, Affective computing, (Multi-)Agent architectures, Virtual agents, Social robots}
}
Document
Player Modeling

Authors: Georgios N. Yannakakis, Pieter Spronck, Daniele Loiacono, and Elisabeth André

Published in: Dagstuhl Follow-Ups, Volume 6, Artificial and Computational Intelligence in Games (2013)


Abstract
Player modeling is the study of computational models of players in games. This includes the detection, modeling, prediction and expression of human player characteristics which are manifested through cognitive, affective and behavioral patterns. This chapter introduces a holistic view of player modeling and provides a high level taxonomy and discussion of the key components of a player's model. The discussion focuses on a taxonomy of approaches for constructing a player model, the available types of data for the model's input and a proposed classification for the model's output. The chapter provides also a brief overview of some promising applications and a discussion of the key challenges player modeling is currently facing which are linked to the input, the output and the computational model.

Cite as

Georgios N. Yannakakis, Pieter Spronck, Daniele Loiacono, and Elisabeth André. Player Modeling. In Artificial and Computational Intelligence in Games. Dagstuhl Follow-Ups, Volume 6, pp. 45-59, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2013)


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@InCollection{yannakakis_et_al:DFU.Vol6.12191.45,
  author =	{Yannakakis, Georgios N. and Spronck, Pieter and Loiacono, Daniele and Andr\'{e}, Elisabeth},
  title =	{{Player Modeling}},
  booktitle =	{Artificial and Computational Intelligence in Games},
  pages =	{45--59},
  series =	{Dagstuhl Follow-Ups},
  ISBN =	{978-3-939897-62-0},
  ISSN =	{1868-8977},
  year =	{2013},
  volume =	{6},
  editor =	{Lucas, Simon M. and Mateas, Michael and Preuss, Mike and Spronck, Pieter and Togelius, Julian},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DFU.Vol6.12191.45},
  URN =		{urn:nbn:de:0030-drops-43351},
  doi =		{10.4230/DFU.Vol6.12191.45},
  annote =	{Keywords: User modeling, Computer Games, Computational and Artificial Intelligence, Affective Computing}
}
Document
Using Affective Technologies to Increase Engagement and Motivation in Fitness and Sports

Authors: Elisabeth André

Published in: Dagstuhl Seminar Proceedings, Volume 8372, Computer Science in Sport - Mission and Methods (2008)


Abstract
Work by Picard and others has created considerable awareness for the role of affect in human-computer interaction. In fact, a strong new field is emerging in computer science: affective computing. In my presentation, I presented first ideas to make use of affective technologies in fitness and sports.

Cite as

Elisabeth André. Using Affective Technologies to Increase Engagement and Motivation in Fitness and Sports. In Computer Science in Sport - Mission and Methods. Dagstuhl Seminar Proceedings, Volume 8372, p. 1, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2008)


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@InProceedings{andre:DagSemProc.08372.9,
  author =	{Andr\'{e}, Elisabeth},
  title =	{{Using Affective Technologies to Increase Engagement and Motivation in Fitness and Sports}},
  booktitle =	{Computer Science in Sport - Mission and Methods},
  pages =	{1--1},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2008},
  volume =	{8372},
  editor =	{Arnold Baca and Martin Lames and Keith Lyons and Bernhard Nebel and Josef Wiemeyer},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagSemProc.08372.9},
  URN =		{urn:nbn:de:0030-drops-16842},
  doi =		{10.4230/DagSemProc.08372.9},
  annote =	{Keywords: Affective computing}
}
Document
04121 Abstracts Collection – Evaluating Embodied Conversational Agents

Authors: Zsofia Ruttkay, Elisabeth André, W. Lewis Johnson, and Catherine Pelachaud

Published in: Dagstuhl Seminar Proceedings, Volume 4121, Evaluating Embodied Conversational Agents (2006)


Abstract
From 14.03.04 to 19.03.04, the Dagstuhl Seminar 04121 ``Evaluating Embodied Conversational Agents'' was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available.

Cite as

Zsofia Ruttkay, Elisabeth André, W. Lewis Johnson, and Catherine Pelachaud. 04121 Abstracts Collection – Evaluating Embodied Conversational Agents. In Evaluating Embodied Conversational Agents. Dagstuhl Seminar Proceedings, Volume 4121, pp. 1-13, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2006)


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@InProceedings{ruttkay_et_al:DagSemProc.04121.1,
  author =	{Ruttkay, Zsofia and Andr\'{e}, Elisabeth and Johnson, W. Lewis and Pelachaud, Catherine},
  title =	{{04121 Abstracts Collection – Evaluating Embodied Conversational Agents}},
  booktitle =	{Evaluating Embodied Conversational Agents},
  pages =	{1--13},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2006},
  volume =	{4121},
  editor =	{Zsofia Ruttkay and Elisabeth Andr\'{e} and W. Lewis Johnson and Catherine Pelachaud},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagSemProc.04121.1},
  URN =		{urn:nbn:de:0030-drops-5015},
  doi =		{10.4230/DagSemProc.04121.1},
  annote =	{Keywords: Critical evaluation of some implemented EcAs, issues and framework for evaluation and design}
}
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